Rage. The Kraken can enter rage
Surge. 1d10 electric damage. +8 to hit. The Kraken can send a lightning dome around it when it enters rage.
Squeeze. The Kraken can squeeze through anything bigger than its beak. Or 2x2 feet.
Slap. Melee attack : +8 to hit. Reack 10 ft. Damage: 1d8 +2 bludgeoning damage. The Kraken slaps you
Bite. Melee Weapon Attack: +8 to hit, reach 3 ft., # target. Hit: 1 (1d10 + 2) Peircing damage. The Kraken bites you.
Ball of lightning. RangedWeapon Attack: +5 to hit, range 5/50 ft., 3 targets if within 10 feet of the first target. Hit: 2 (1d8 + 2) electric damage. The Kraken throws a ball of lightning at you.
The Kraken can hide and all attacks have disadvantage against it for the next turn.
Grab. The Kraken grabs any ranged attack from the middle of the air and it sends a shockwave dealing 1d6 damage to the sender of the attack.
The one of a kind sea monster, the Kraken.
Lightning (Costs 2 Actions). RangedWeapon attack damage: 1d12 + 5. targets: 3. +8 to hit
Description
A giant squid emerging from the water.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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